To Create a vertex or fragment shader.
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#include <ShaderModuleMTL.h>
Inherits ShaderModule.
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| ShaderModuleMTL (id< MTLDevice > mtlDevice, ShaderStage stage, std::string_view source) |
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id< MTLFunction > | getMTLFunction () const |
| Get MTLFunction object.
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const hlookup::string_map< UniformInfo > & | getAllActiveUniformInfo () const |
| Get all uniformInfos.
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const int | getMaxLocation () const |
| Get maximum uniform location.
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const hlookup::string_map< AttributeBindInfo > & | getAttributeInfo () const |
| Get active attribute informations.
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const UniformInfo & | getUniformInfo (Uniform name) const |
| Get uniform info by engine built-in uniform enum name.
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const UniformInfo & | getUniformInfo (std::string_view name) const |
| Get uniform info by name.
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int | getAttributeLocation (Attribute name) const |
| Get attribute location by engine built-in attribute enum name.
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int | getAttributeLocation (std::string_view name) |
| Get attribute location by attribute name.
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std::size_t | getUniformBufferSize () const |
| Get uniform buffer size in bytes that holds all the uniforms.
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ShaderStage | getShaderStage () const |
| Get shader stage.
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void | retain () |
| Retains the ownership.
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void | release () |
| Releases the ownership immediately.
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Object * | autorelease () |
| Releases the ownership sometime soon automatically.
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unsigned int | getReferenceCount () const |
| Returns the Object's current reference count.
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virtual | ~Object () |
| Destructor.
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unsigned int | _ID |
| object id, ScriptSupport need public _ID
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int | _luaID |
| Lua reference id.
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To Create a vertex or fragment shader.
◆ ShaderModuleMTL()
ShaderModuleMTL |
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id< MTLDevice > | mtlDevice, |
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ShaderStage | stage, |
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std::string_view | source ) |
- Parameters
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mtlDevice | The device for which MTLFunction object was created. |
stage | Specify what kinds of shader to be created. |
source | Specify the shader source. |
◆ getMTLFunction()
id< MTLFunction > getMTLFunction |
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const |
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inline |
Get MTLFunction object.
- Returns
- A MTLFunction object.
◆ getAllActiveUniformInfo()
const hlookup::string_map< UniformInfo > & getAllActiveUniformInfo |
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const |
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inline |
Get all uniformInfos.
- Returns
- The uniformInfos.
◆ getMaxLocation()
const int getMaxLocation |
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const |
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inline |
Get maximum uniform location.
- Returns
- Maximum uniform location.
◆ getAttributeInfo()
const hlookup::string_map< AttributeBindInfo > & getAttributeInfo |
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const |
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inline |
Get active attribute informations.
- Returns
- Active attribute informations. key is attribute name and Value is corresponding attribute info.
◆ getUniformInfo() [1/2]
const UniformInfo & getUniformInfo |
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Uniform | name | ) |
const |
Get uniform info by engine built-in uniform enum name.
- Parameters
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name | Specifies the engine built-in uniform enum name. |
- Returns
- The uniform location.
◆ getUniformInfo() [2/2]
const UniformInfo & getUniformInfo |
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std::string_view | name | ) |
const |
Get uniform info by name.
- Parameters
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uniform | Specifies the uniform name. |
- Returns
- The uniform location.
◆ getAttributeLocation() [1/2]
int getAttributeLocation |
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Attribute | name | ) |
const |
Get attribute location by engine built-in attribute enum name.
- Parameters
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name | Specifies the engine built-in attribute enum name. |
- Returns
- The attribute location.
◆ getAttributeLocation() [2/2]
int getAttributeLocation |
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std::string_view | name | ) |
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Get attribute location by attribute name.
- Parameters
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name | Specifies the attribute name. |
- Returns
- The attribute location.
◆ getUniformBufferSize()
std::size_t getUniformBufferSize |
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const |
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inline |
Get uniform buffer size in bytes that holds all the uniforms.
- Returns
- The uniform buffer size.
The documentation for this class was generated from the following file: